Using Fictive Powers as Event Markers in EEG Data Processing

1995 ◽  
pp. 323-328
Author(s):  
Richard X. Tang ◽  
Kouichi Sugita ◽  
Walter J. Freeman ◽  
Sven Jakubith
Keyword(s):  
Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 130
Author(s):  
Feng Tian ◽  
Yan Zhang ◽  
Yingjie Li

Focusing on virtual reality (VR) and film cutting, this study compared and evaluated the effect of visual mode (2D, VR) and cutting rate (fast, medium, slow) on a load, to make an attempt for VR research to enter the cognitive field. This study uses a 2 × 3 experimental research design. Forty participants were divided into one of two groups randomly and watched films with three cutting rates. The subjective and objective data were collected during the experiment. The objective results confirm that VR films bring more powerful alpha, beta, theta wave activities, and bring a greater load. The subjective results confirm that the fast cutting rate brings a greater load. These results provide a theoretical support for further exploring the evaluation methods and standards of VR films and improving the viewing experience in the future.


2020 ◽  
Vol 40 (3) ◽  
pp. 116-123
Author(s):  
Zoran Šverko ◽  
Ivan Markovinović ◽  
Miroslav Vrankić ◽  
Saša Vlahinić

In this paper, EEG data processing was conducted in order to define the parameters for neurofeedback. A new survey was conducted based on a brief review of previous research. Two groups of participants were chosen: ADHD (3) and nonADHD (14). The main part of this study includes EEG signal data pre-processing and processing. We have outlined statistical features of observed EEG signals such as mean value, grand-mean value and their ratios. It can be concluded that an increase in grand-mean values of power theta-low beta ratio on Cz electrode gives confirmation of previous research. The value of alpha-delta power ratio higher than 1 on C3, Cz, P3, Pz, P4 in ADHD group is proposed as a new approach to classification. Based on these conclusions we will design a neurofeedback protocol as a continuation of this work.


2020 ◽  
Vol 113 ◽  
pp. 380-390
Author(s):  
Luis Cabañero ◽  
Ramón Hervás ◽  
Iván González ◽  
Jesús Fontecha ◽  
Tania Mondéjar ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Hongli Ren ◽  
Yunpeng Du ◽  
Xiaofen Feng ◽  
Jiamin Pu ◽  
Xiaoyan Xiang

Virtual reality (VR) is one of the hot spots in the computer network world in recent years, which has attracted more and more people’s attention. This study mainly explores the effect of mitigating the psychological trauma of adult burn patients based on the VR technology of smart medical treatment. First, the EEG data are sent to the data processing module through a wireless protocol; then, the data processing module denoises the EEG data and performs feature extraction and feedback parameter calculation; after that, these parameters will be sent to the VR interaction engine; based on this, these parameters change the VR scene to capture and reflect the physiological activities of the patient’s brain in real time; finally, the patient uses the VR scene content presented by the real-time feedback of the captured EEG signal as a guide to making self-adjustment in time, and the electrical signal of captured brain at this time is again transmitted to the next work cycle and continues to feed back and present new VR interactive scenes to guide and intervene in the patient’s self-regulation behavior. The VR feedback training module is responsible for receiving the characteristic data calculated from the EEG acquisition and processing module and converts it into parameter variables that control the VR intervention system. The system user adjusts the state according to the feedback information displayed in the VR scene and generates new EEG signals to promote the realization of self-adjustment. The biofeedback training based on EEG feeds back the intuitive EEG state to the patient, prompting them to learn how to realize self-regulation and achieve the purpose of adjusting the level of mental health. The degree of itching and pain in the VR treatment group was alleviated, and compared with the normal training treatment results, it was statistically significant ( P > 0.05 ). This study has a positive effect on the psychological intervention of patients with facial injuries.


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